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Torment: Tides of Numenera to utilise tech from Pillars of Eternity

Torment: Tides of Numenera developer inXile Entertainment has licensed technology created by Obsidian Entertainment for Pillars of Eternity.

torment_tides_of_numenera

Following on from last year's announcement that the two studios would be collaborating on conversation editing tools, inXile said in a website update that it has licensed some of Obsidian's tech for use in Torment: Tides of Numenera.

"We’ve been prototyping conversations with these tools since last summer and have been adapting the technology for Torment’s specific dialogue needs. Meanwhile, we’ve been evaluating other aspects of the Pillars of Eternity technology over the last months and have been impressed with the environments they’ve been able to create with it in Unity," project lead Kevin Saunders said.

"I’m happy to say that we’ve taken things a step further and recently reached an agreement to license Obsidian’s technology for Pillars of Eternity to use in Torment."

Torment will therefore draw on both Pillars of Eternity and Wasteland 2's tech, which inXile believes will lead to a "stronger starting point for certain game systems and pipelines, including the creation of the 2D pre-rendered environments".

It will also allow inXile to allocate resources to other aspects of the game.

"Anything that saves effort means that we have more to spend elsewhere on Torment. This arrangement benefits both games and we continue to push Torment as far as we can in terms of quality," Saunders added.

Torment: Tides of Numenera, a game I'm already thoroughly sick of typing, arrives in 2015 on Linux, mac and PC. It is the spiritual successor to Torment: Planescape - inXile didn't get the Planescape license - and is the developer's second crowdfunded title.

Thanks, games.on.net.

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In this article

Pillars of Eternity

PC, Mac

Torment: Tides of Numenera

PS4, Xbox One, PC, Mac

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Brenna Hillier avatar

Brenna Hillier

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Based in Australia and having come from a lengthy career in the Aussie games media, Brenna worked as VG247's remote Deputy Editor for several years, covering news and events from the other side of the planet to the rest of the team. After leaving VG247, Brenna retired from games media and crossed over to development, working as a writer on several video games.

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